<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    </style>
</head>
<body onload="draw();">

</body>
<script src="js/three-v60.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
    var renderer;

    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias: true,alpha:true});
        renderer.setSize(window.innerWidth, window.innerHeight);
        //告诉渲染器需要阴影效果
        //renderer.shadowMap.enabled = true;
        //renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是，没有设置的这个清晰 THREE.PCFShadowMap
        renderer.setClearColor(0x000000);
        document.body.appendChild(renderer.domElement);
    }

    var camera;

    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 40, 100);
        camera.lookAt(new THREE.Vector3(0, 0, 0));
    }

    var scene;

    function initScene() {
        scene = new THREE.Scene();
    }

    var ambientLight, directionalLight;

    function initLight() {

    }

    var cube, plane, meshMaterial;

    function initModel() {

        //辅助工具
        var helper = new THREE.AxisHelper(10);
        scene.add(helper);

        var s = 25;

        var cube = new THREE.CubeGeometry(s, s, s);
        var material = new THREE.MeshDepthMaterial();

        for (var i = 0; i < 3000; i++) {

            var mesh = new THREE.Mesh(cube, material);

            mesh.position.x = 800 * ( 2.0 * Math.random() - 1.0 );
            mesh.position.y = 800 * ( 2.0 * Math.random() - 1.0 );
            mesh.position.z = 800 * ( 2.0 * Math.random() - 1.0 );

            mesh.rotation.x = Math.random() * Math.PI;
            mesh.rotation.y = Math.random() * Math.PI;
            mesh.rotation.z = Math.random() * Math.PI;

            mesh.updateMatrix();

            scene.add(mesh);

        }

    }


    //初始化dat.GUI简化试验流程
    var gui;

    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        controls = {

        };

        var gui = new dat.GUI();

    }

    //初始化性能插件
    var stats;

    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转，右键按住平移，滚轮缩放
    var controls;

    function initControls() {

        controls = new THREE.OrbitControls(camera, renderer.domElement);

        // 如果使用animate方法时，将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = false;
        //设置相机距离原点的最远距离
        controls.minDistance = 50;
        //设置相机距离原点的最远距离
        controls.maxDistance = 200;
        //是否开启右键拖拽
        controls.enablePan = true;
    }

    function render() {
        renderer.render(scene, camera);
    }

    //窗口变动触发的函数
    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        render();
        renderer.setSize(window.innerWidth, window.innerHeight);

    }

    function animate() {
        //更新控制器
        render();

        //更新性能插件
        stats.update();

        //controls.update();

        requestAnimationFrame(animate);
    }

    function draw() {
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initGui();
        //initControls();
        initStats();

        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>